So the sole grace of this thing is 'a lot of gun'? I'll admit, I'm not sure how many guns the average scout has in Flying Circus but I'm guessing '3' is a lot?
It's still a fine workhorse, which is how a plane that's part of the Soldier playbook should be. 3 Machine guns are indeed more guns than usual, 2 is the standard, of course there's planes with even more guns and that gets rather insane. But the main point is that it's still a dogfighter, and since Flying Circus is a PBTA, there's more methods available to players than what is on paper to win a fight.
@@ikiry0830 it's not very lethal, specifically your pilot never dies unless you choose that for them, but it's not hard to fall out of the sky in a spinning ball of fire
Can you even fire all three MGs at once in this system, or is it a choice between the fixed twin MMGs or the flexible LMG each turn? There's only the one pilot, and like you said, just managing to aim (much less reload or clear jams) the LMG must be a challenge. I'd think the main advantage to the LMG is that ability to fire upward - and maybe downward (briefly) if the rules cover inverting your plane? Having a backup weapon for times when the MMGs run out of ammo or jam doesn't hurt either.
@@11dragonkid11 (Because this damn Badlands mission has me about three inches from cooking myself like a steak and I can't move this thing fast enough to get in fisticuffs range with these jerks.)
@@11dragonkid11 How long's a turn supposed to be in-game? If we're talking minutes of flying and an attack represents multiple attempts to line up an opportunity to fire a short burst then I guess it makes sense - or at least enough sense that my suspension of disbelief wouldn't snap like this plane will if you ditch that wire root upgrade while customizing. :)
@@richmcgee434 It's 'whatever fits the narrative' so presumably a couple seconds. The only limit is you can't repeat the same move and you can't move in and out of combat zone in a single turn. Frontal guns on most planes are basically linked to the same trigger so this isn't exactly abnormal.
@@11dragonkid11 The wing gun is probably based on the Foster mounts from a real-world SE.5. If so, it'd be linked to fire with the synchronized fuselage guns through a single gunsight, although the wing gun would suffer from relatively poor accuracy. Firing it at overhead targets would require the pilot to manually aim the gun, which might or might not require standing up to do so depending on the style of mount. I'd have a harder time buying that you could shoot the main guns in the same turn as taking an up-angle shot at something else if we're only talking seconds, but I guess it's not wholly impossible. The history on WW1 experiments with wing-mount guns (and cameras) is actually kind of interesting. For an idea that first came about because early synchronization teach tended to blow your own prop off they (well, the British, at least) certainly stuck with it after the original problem had largely disappeared. I suppose there's no such thing as too much firepower. To my vague surprise wiki's actually fairly accurate for once: en.wikipedia.org/wiki/Foster_mounting
This game seems incredibly cool, thanks for introducing me to it! Hope there's enough interest to justify you doing more of these.
this isn't trashtalk, it's a masterpiece of a shitpost
Huh the timing, I felt like looking up Flying Circus for your older videos and see this new one.
So the sole grace of this thing is 'a lot of gun'? I'll admit, I'm not sure how many guns the average scout has in Flying Circus but I'm guessing '3' is a lot?
It's still a fine workhorse, which is how a plane that's part of the Soldier playbook should be. 3 Machine guns are indeed more guns than usual, 2 is the standard, of course there's planes with even more guns and that gets rather insane. But the main point is that it's still a dogfighter, and since Flying Circus is a PBTA, there's more methods available to players than what is on paper to win a fight.
@@11dragonkid11 Alright. The fluff for it made me think it was 'Kinda terrible but with a lot of gun' rather than 'heavily armed workhorse'.
Thanks!
The thing about early flight era planes are that they are all seconds away from getting you killed, and yet people still fly them.
@@11dragonkid11 I do need to check out Flying Circus. I'm curious about how lethal a game it is.
I guess that's what I'm doing tomorrow evening.
@@ikiry0830 it's not very lethal, specifically your pilot never dies unless you choose that for them, but it's not hard to fall out of the sky in a spinning ball of fire
Have you thought of covering the playbooks as well? Or even if not, do you have a fav playbook or character idea catching your eye?
Soon TM
Soon TM
Great timing. I just bought this game today, so I'm looking forward to this series! Love your vids
Can you even fire all three MGs at once in this system, or is it a choice between the fixed twin MMGs or the flexible LMG each turn? There's only the one pilot, and like you said, just managing to aim (much less reload or clear jams) the LMG must be a challenge. I'd think the main advantage to the LMG is that ability to fire upward - and maybe downward (briefly) if the rules cover inverting your plane? Having a backup weapon for times when the MMGs run out of ammo or jam doesn't hurt either.
It's basically like Battletech, you fire everything, something, or nothing (but why).
@@11dragonkid11 (Because this damn Badlands mission has me about three inches from cooking myself like a steak and I can't move this thing fast enough to get in fisticuffs range with these jerks.)
@@11dragonkid11 How long's a turn supposed to be in-game? If we're talking minutes of flying and an attack represents multiple attempts to line up an opportunity to fire a short burst then I guess it makes sense - or at least enough sense that my suspension of disbelief wouldn't snap like this plane will if you ditch that wire root upgrade while customizing. :)
@@richmcgee434 It's 'whatever fits the narrative' so presumably a couple seconds. The only limit is you can't repeat the same move and you can't move in and out of combat zone in a single turn. Frontal guns on most planes are basically linked to the same trigger so this isn't exactly abnormal.
@@11dragonkid11 The wing gun is probably based on the Foster mounts from a real-world SE.5. If so, it'd be linked to fire with the synchronized fuselage guns through a single gunsight, although the wing gun would suffer from relatively poor accuracy. Firing it at overhead targets would require the pilot to manually aim the gun, which might or might not require standing up to do so depending on the style of mount. I'd have a harder time buying that you could shoot the main guns in the same turn as taking an up-angle shot at something else if we're only talking seconds, but I guess it's not wholly impossible.
The history on WW1 experiments with wing-mount guns (and cameras) is actually kind of interesting. For an idea that first came about because early synchronization teach tended to blow your own prop off they (well, the British, at least) certainly stuck with it after the original problem had largely disappeared. I suppose there's no such thing as too much firepower. To my vague surprise wiki's actually fairly accurate for once: en.wikipedia.org/wiki/Foster_mounting
Whats the website you used to do all these modifications and everything?
Check the airplane catalogue on the itch io page, there's a link underneath each plane.